I'm sure other bosses have annoying mechanics as well, but they're not skipped. The fact is, even 25m avoids an entire mechanic in the fight so the argument pertaining to the logic applies and don't also think this strat is as viable as the normal strat for progression because it relies heavily on group composition(tank/healers).

This would make sense if people were activating large golems in 10 and dealt with Crimson wake, instead of dumping anima into broken golems. And I'm pretty sure that zerg will become easier than normal progression with more people gaining cloaks and most of their upgrade.

This would make sense if people were activating large golems in 10 and dealt with Crimson wake, instead of dumping anima into broken golems. And I'm pretty sure that zerg will become easier than normal progression with more people gaining cloaks and most of their upgrade.

But the logic is still there, common != normal. The normal way to do animus is to activate larges, both 25s and 10s decided it'd be easier to remove an entire mechanic. Now 10 has decided it's easier to remove another mechanic, and 25 can follow suit if their composition allows for it.

But the logic is still there, common != normal. The normal way to do animus is to activate larges, both 25s and 10s decided it'd be easier to remove an entire mechanic. Now 10 has decided it's easier to remove another mechanic, and 25 can follow suit if their composition allows for it.

I'll believe it when I see it. So far, dps calculations for 25s make it look far worse - unless Blizz decides to both hotfix vengeance caps and completely gut Lei Shen trinket.

Except for the numerous stormlashes/skull banners/tricks that 25 have, followed by almost every serious 25m having 4+ warlocks(As you can see our demo's boss damage).

Well, even the fastest 25 man kills don't have people doing anywhere near 450mln on him during first 1:10 or so. And that's the time where you pretty much "zerg" him using heroism and just multi dot adds, before starting the cleanup phase. Sure it's not quite the same idea, but let's just say that I remain skeptical.

Except for the numerous stormlashes/skull banners/tricks that 25 have, followed by almost every serious 25m having 4+ warlocks(As you can see our demo's boss damage).

It isn't just the dps though. 25m you have far less space to move to avoid Font while tanking an add. You would have to sit the majority if not all of your melee. I don't think this strat would be viable in 25m at all during this tier.

It isn't just the dps though. 25m you have far less space to move to avoid Font while tanking an add. You would have to sit the majority if not all of your melee. I don't think this strat would be viable in 25m at all during this tier.

Maybe if you sit the melee for their warlock alts with Lei Shen trinkets.

But the logic is still there, common != normal. The normal way to do animus is to activate larges, both 25s and 10s decided it'd be easier to remove an entire mechanic. Now 10 has decided it's easier to remove another mechanic, and 25 can follow suit if their composition allows for it.

please provide a strategy that involves activating large anima golems, which significantly reduces the dps requirement and/or significantly extends the time until full power.

So let me get this straight: this strat only works on heroic because there's a 2 minute grace period after the boss activates before it starts casting Siphon Anima, kind of like there's 1 minute grace period on LFR. And all of this is not even touched in dungeon journal because fuck all. Am I just being a complete idiot here? What the hell were they thinking?

So let me get this straight: this strat only works on heroic because there's a 2 minute grace period after the boss activates before it starts casting Siphon Anima, kind of like there's 1 minute grace period on LFR. And all of this is not even touched in dungeon journal because fuck all. Am I just being a complete idiot here? What the hell were they thinking?

If the zerg isn't viable for progression then what does it matter? just a cool way to do the boss.

While the intent might not be there at this point in time, it's clearly designed this way on the boss. The boss revolves around a 2 minute grace before the first siphon and piling as much anima in as few targets as possible to delay the enrage. Unlike most bosses with a hard enrage (this one technically has one too) we can completely control the difficulty and the move the hard enrage up and down depending on our DPS.

The 10 man encounter prior to upgrades, cloaks and metas was incredibly hard. Aside from the opening 90 seconds of chaos on 25 man with precise positioning the encounter still translated well between the two. Jolt does the exact same damage in both difficulties (which is odd) making it more difficult to deal with in 10 man considering the lack of raid CDs. Matter swap happens at the same frequency as well.

Upgrades and gear scaling have made the encounter break a threshold where it has become a lot easier if you have the gear and composition to pull it off. This isn't a new development in the game. It's also a reason why you're an increase in heroic kills (at least on my realm) because player power completely overpowers some encounters.

Mechanically they are close encounters on 10/25 though. Eventually 25s will be able to do the same too.

Obviously it is, people are using it for first kills, still dont see the big deal tho lol.

I'm sure 10 man guilds don't mind this. 25 man raiders can feel rather annoyed with the fight lasting less than half of typical 25 man first kill, not having to deal with either Matter Swap or Jolts - seeing how a single Jolt is trivial to survive using all possible cooldowns - and being able to do it with fairly generous dps requirements.

Then again, it might just be me and I absolutely despise this boss, even when "farming" him.